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This makes close encounters a more feasible option. ![]() He can release a punishing kick that causes certain enemies to fall back on their aces. For example, the pistol has a detachable silencer and the double blast from the shotgun pushes you back a bit. You also get to weld the awesome power of the BFG 9000 from Doom. ![]() The SAW from Opposing Force makes its appearance in this mod. Watch your enemies torn under your merciless prejudice.Ī couple of new weapons have been added. You can easily blow the limbs off your enemies. If you are familiar with Brutal Doom then you already know what this means.įirst of all it, it ups the amount of gore in the game. #GAMEBANANA HALF LIFE OPPOSING FORCE MOD#The screenshots in this guide are using the Super Definition mod found here.īrutal Half-Life is a mod inspired by Brutal Doom. Another thing that stands out in this mod is all of the new voice acting. The interesting thing about Azure Sheep is that you are paired with a partner that is similar to Alyx from HL2 before HL2 was even released. Without even waiting for Valve to make the first move, DAVLevels decided to make a mod that satisfied those demands. Prior to Blue Shift even being release, HL fans were clamoring about playing as one of the BM security guards. #GAMEBANANA HALF LIFE OPPOSING FORCE CODE#The player is one of the Barney guards that is on post in one of the entrances of the Black Mesa facility When the chaos starts you realize that Kate, your college, code name 'Azure Sheep' is in the complex and in big dangers. I am using the Absolute Redemption HD mod in the screenshots below, it can be found here.Īzure Sheep is a single player mod for Half-Life. #GAMEBANANA HALF LIFE OPPOSING FORCE FULL#The locale are varied and interesting and the the location that stands out the most is "Half-Park", a grisy amusement park full of working rides and games. The pull of Absolute Redemption is its half-serious tone, it isn't above having a bit of dark humor. If fact, you'll see plenty of cutscene in this mod.Īs for the gameplay, its your standard Half-Life gunplay. The mod begins with some impressive Gman voice acting and a cutscene. and so on and so onĪbsolute Redemption starts off as a continuation of the original game. the Xen race would be oppressed by the armies from the far side of the portal. all Xen would be drained of their lifeblood. a portal would be opened between two universes. This eliminates the casts used otherwise, and also allows you to swap out the static_cast with a dynamic_cast to help find incorrect casts.DOWNLOAD (RTSL) [It was written in the ancient scrolls of Xian. I've also added helpers to make it easier to do type conversions:Īuto pPlayer = GET_PRIVATE( pItem->pev->owner ) Īuto pOtherPlayer = CBaseEntity::Instance( tr.pHit ) (Not all of the constants have been defined yet) It's also type safe if you need a specific class:įor( auto pFlag : UTIL_FindEntitiesB圜lassname( "item_ctfflag" ) ) It's basically the same as before, but it's easier to use and you can't screw up the logic, like off by one errors in player iteration or a forgotten null check. It keeps things cleaner and adds type checking, though it does have some drawbacks.įor( auto pEquip : UTIL_FindEntitiesB圜lassname( "game_player_equip" ) ) I'm also using enum class, as you can see here. If( pPlayer->m_iTeamNum != CTFTeam::None ) For example, iterating over players is done like this: I'm not doing a 1:1 reconstruction, there are places where i'm making use of newer language features and simpler code to make things easier. When the time comes i'll port it to SharpLife, integrating all of the features so that you can play Opposing Force as well as Half-Life using the same base game, and use any features present in either in your maps. You won't be able to copy paste it into your own mod unfortunately since it changes existing SDK code (some network messages are different, gamerules are different too). The ultimate goal is to make an SDK that completely implements Opposing Force. Implementation is based on what's needed to make single maps work, starting with the training maps, then the campaign, then multiplayer. I'm going to start with the NPCs now, since that's the interesting part and because that's what the largest part is. Other gamerules need to be updated, and the co-op gamerules need to be implemented as well. ![]() So far i've implemented CTF gamerules, which is about 2000 lines of code. I decided to do this now because i know that it will be a while before i can get to this if i make it part of SharpLife, and since i have to reconstruct the original C++ code anyway before i can convert it i figured i'd get it done now, so people can use it and find any mistakes/bugs before it gets converted. I'm currently working to implement Opposing Force in the Half-Life updated SDK: ![]()
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